This is a sub-page of Proto:The Simpsons: Hit & Run.
General Differences#
- This build still features the 3D rendered character HUD icons seen in prerelease material, and the game's manual.
- Each mission uses artwork of an in-universe scene involving each of the characters relevant to the mission, rather than a vague diagram.
- Handling is still called "stability" in the Phone Booth UI as seen in some earlier screenshots.
- You can kick NPCs whilst indoors, which isn't allowed in the final.
Unused Character HUD Icons#
The HUD icons for characters use their in-game models, rather than 2D illustrations of them. Some of these icons can be seen in prerelease footage and material, as well as the game's manual.
Unused Mission Briefing Images#
Each mission uses artwork of an in-universe scene involving each of the characters relevant to the mission, rather than a vague diagram. The backgrounds of these pictures show earlier versions of the levels in question.
Level 1#









- The Simpsons' house is facing diagonally on the left corner and the Flanders house below it, consistent with the layout seen in the intro cutscene, and an image of an early collision map for level 1 found in the source code leak.
- The Surveillance Van uses an earlier design with a darker color (identical to the Pizza Van in Level 2) alongside windows and an unfinished mesh on the rear doors.
- The Springfield Downs billboard next to the Grocery Store was replaced in the final game with one for KUDD-AM 570.
- Cletus' outhouse is closer to the house than it is in the final game.
Level 2#







- The mission briefing image for Detention Deficit Disorder shows a different, darker skybox. The alleyway has a red dumpster that was removed in the final game and repositioned garbage cans. The skybox for the other mission images are cloudier and duller with more drastic shading.
- The streetlights at the Matlock Expressway are blue instead of brown.
- The power line next to the train tracks of Helter Shelter were repositioned and replaced with a tree.
Level 3#








- The skybox has a slightly different design, with more clouds present.
- In the briefing image for Nerd Race Queen, a Compact Car and Sports Car B can be seen, with the Nerd Car not in sight. This matche sup with an earlier outline for the mission, which had more opponents. The same image has a removed entrance awning on one of the rightmost houses.
- The Springfield Gasoline store has the awning in a different position, lacking the sign and strategic jump with the cement mixer van.
- The mission briefing image for The Old Pirate and The Sea show the purple houses (around the bend near Springfield Gasoline) with white awnings and additional entrances.
- The lampposts at the Squidport are purple instead of green.
- The briefing image for Princi-Pal shows that the area opposite Planet Hype has differently positioned trees and balloons.
- There are no breakable lights on the sidewalks.
- The Bandit lacks a black stripe at the back.
Level 4#







- The skybox is darker and cloudier, and the lighting is more purple compared to the final game.
- There are no lit-up windows on the houses.
- The tree in the Wolves Stole My Pills briefing image uses an earlier, low-poly design. That same unrefined design can be seen in the final game's Springfield Elementary School Playground HUD icon.
- The Lard Lad Donuts billboard from Level 1, next to the Kwik-E-Mart was replaced with a Stinking Fish Realty billboard in the final game.
Level 5#






- The skybox doesn't have any stars. The mission briefing images for ...and Baby Makes 8 and This Little Piggy have lighting similar to the leftover scrapbook graphic of Level 5. Additionally, the Never Trust A Snake image has the near-finalized skybox.
- The Truckasaurus billboard was replaced with a billboard for The Homer.
- The streetlights on the Matlock Expressway are blue and have no light.
- There are no lit-up windows. The Slide Factory windows have dimmer effects which seemed to be applied to the building's texture than the finalized separate texture.
- The Legitimate Businessman's Social Club sign is positioned higher, next to the billiards sign. The fence design is also different and uses a generic texture instead of the wrought-iron used in the final game.
Level 6#






- The skybox in the images is an earlier design shown in prerelease screenshots and used in the final game's Bonus Race.
- The scrapped green three-bulb lamppost can be seen in the mission briefing image for Going to the Lu' and Kang and Kodos Strike Back, which is found in the source code leak. A generic one-bulb lamppost is used in the final instead.
- The palm tree and shrub models have an earlier design.
- There are no streetlights at the lighthouse, and the lighthouse itself has orange fencing.
- The streetlights at the Squidport are purple and have no light.
- Krustylu Studios lacks the spotlights and lights on the signage.
- The lighting is brighter, similar to how it is in Level 3 and lacks the unique specular effects on houses.
- The 70s Sports Car has a white stripe running through the car's entire side, rather than cutting off near the fender.
Level 7#








- The skybox in the images is an earlier design of Level 4's skybox. It also resembles the one seen in the Level 7 cutscene.
- The lighting is much darker with a bluer atmosphere, resembling Level 4.
- The Community Center sign is spelt 'TONITE' while in the final game it's spelt 'TONIGHT'.
- The Deli sign was replaced with a Zombie Caffe sign in the final game.
- The breakable trees reuses its model from Level 1 and 4.
Street Races#



Level Differences#
Level 3#
The garage shortcut has a door, and the building is much shorter than the one in the final game. This was likely changed to make the jump over the cement mixer easier.
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Prototype |
Final |
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The Bowlarama sign is taller than in the final game.
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Prototype |
Final |
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The texture used on the platform near the red ramp that leads to the C-Spanker shortcut is different.
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To do: |
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Prototype |
Final |
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Level 7#
The spinning billboard at the Kwik-E-Mart Says "SPOOK-E-Mart", as seen in a prerelease image, and one of the scrapbook pictures for Level 7.
Dialogue Differences#
Although all of the game's dialogue had been pretty much finalized at this stage in development, some lines had minor edits made to them for the final version.
Bart#
A few of Bart's ride reply lines had lip smacks at the beginning that were edited out.
w_ridereply_brt_burns.rsd#
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Prototype |
Final |
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w_ridereply_brt_latex.rsd#
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Prototype |
Final |
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w_ridereply_brt_stock.rsd#
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Prototype |
Final |
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Conversations#
c_adventure_4_convinit_hom_l1m7.rsd#
The final line of The Fat and the Furiouss opening conversation was edited from "Stupid drunks'..." to "Stupid drunk...".
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Prototype |
Final |
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c_drivexbx_1_tutorial_brt_l1t1.rsd#
The Xbox version of Bart's driving tutorial mistakenly said "left thumbstick button", which was edited to just "left thumbstick".
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Prototype |
Final |
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Louie#
w_doorbell_lou_lbsc03.rsd#
Louie's "man sausages" doorbell line was edited to shorten the pause between "sausage..." and "Man sausages". It also fixes the word "sausage..." cutting off slightly at the end.
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Prototype |
Final |
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Other#
A few other lines had even smaller edits made to them.
- 'bart\w_ridereply_brt_01.rsd' had some silence at the beginning trimmed off.
- 'bart\w_ridereply_brt_01.rsd' had some silence at the end trimmed off.
- 'bart\w_ridereply_brt_chance.rsd' had a very slight fade-in applied to the 'fffffff' sound at the beginning.
- 'conversations\c_convertible_1_noboxconv_smi_l1m3.rsd' was edited to be louder.
Additonally, an extra dialogue line ('conversations\c_hooligan_3_convinit_mrg_l4m5.rsd') was added to Marge's conversation with Nelson in Wolves Stole My Pills. In the prototype, the conversation ends after Nelson's line about Playdude magazines. The final adds a third line of Marge murmuring, reused from The Simpsons Skateboarding.